
19 Apr 2006, 17:57  #1 (permalink)  
Shas'La

Math Hammer R 'Us
I already got karma for this, but I am adding some new charts and all that jazz
When using this chart, simply multiple everything you come across with. Major Note, for Ordnance, take the maximum number of their units you can fit under the template and multiply by .33333 ( since 1 and 6 is a hit roll on scatter dice) unfortunately, we may never completely figure how to do scatter.... Step 1) Take the number of models in the squad, relatively easy. And then take the total number of shots. Step 2) Consult this chart ( Note all decimals except .5 and .75 go on forever.) Ballistic Skill 1 2 3 4 5+ % Chance of hitting .1666 .3333 .5 .6666 .8333 % If Twin Linked* .3055 .4444 .75 .8888 .9722 * Note you can also use this for living ammo, you get the same effect Take the total number of shots you get and multiply by the number which suits your squad. (i.e. a squad of 10 termgaunts w/ fleshborers takes 10 x .5) Strength Vs toughness NOTE: (Add an extra number to the end of the decimals other than .5 IE .66 becomes .66, .16 becomes .166) STRENGTH 1 2 3 4 5 6 7 8 9 10 1 .50 .66 .83 .83 .83 .83 .83 .83 .83 .83 2 .33 .50 .66 .83 .83 .83 .83 .83 .83 .83 3 .16 .33 .50 .66 .83 .83 .83 .83 .83 .83 4 .16 .16 .33 .50 .66 .83 .83 .83 .83 .83 5 .00 .16 .16 .33 .50 .66 .83 .83 .83 .83 6 .00 .00 .16 .16 .33 .50 .66 .83 .83 .83 7 .00 .00 .00 .16 .16 .33 .50 .66 .83 .83 8 .00 .00 .00 .00 .16 .16 .33 .50 .66 .83 9 .00 .00 .00 .00 .00 .16 .16 .33 .50 .66 10 .00 .00 .00 .00 .00 .00 .16 .16 .33 .50 Take the number left over from the ballistic skill chart and multiply by the number suiting your squad on this one. Now if your weapon ignores saves your done! However, if you don't ignore saves, continue below. Save 2+ 3+ 4+ 5+ 6+ Percent of Killing .166 .333 .5 .666 .833 Finally, multiply the last number by the one that fits your scenario. So you get the number of shots times Ballistic skill percent times the wound percent times the save percent. And you get the total of dead units. Now for Vehicles, woohoo.......... Use the number of shots Use the same ballistic skill chart...... For glancing use this chart STR ARMOR 10 11 12 13 14 4 .1666 .0000 .0000 .0000 .0000 5 .3333 .1666 .0000 .0000 .0000 6 .5000 .3333 .1666 .0000 .0000 7 .6666 .5000 .3333 .1666 .0000 8 .8333 .6666 .5000 .3333 .1666 9 1.000 .8333 .6666 .5000 .3333 10 2.00* 1.000 .8333 .6666 .5000 * penetrate Now you want to destroy the damn thing so we will always want 6's Chance of destroying .16666666 Now multiply the # of shots time BS times the chance of glancing hit, then multiply tiems the chance of destroying and viola! For Penetrating shots, use the table below. 10 11 12 13 14 4 .**** .0000 .0000 .0000 .0000 5 .1666 .**** .0000 .0000 .0000 6 .3333 .1666 .**** .0000 .0000 7 .5000 .3333 .1666 .**** .0000 8 .6666 .5000 .3333 .1666 .**** 9 .8333 .6666 .5000 .3333 .1666 10 AUTO .8333 .6666 .5000 .3333 Note the * means that if the weapon is AP 1, it can penetrate and uses the .1666 percent chance. Now all we need is to multiply by .5 and woohoo! Now for AP 1 weapons........ Penetrating 10 11 12 13 14 4 .1666 .0000 .0000 .0000 .0000 5 .3333 .1666 .0000 .0000 .0000 6 .5000 .3333 .1666 .0000 .0000 7 .6666 .5000 .3333 .1666 .0000 8 .8333 .6666 .5000 .3333 .1666 9 1.000 .8333 .6666 .5000 .3333 10 1.000 1.000 .8333 .6666 .5000 Now take your percent of nuking those bum and multiply by .5! For Rending Glancing, we are going to use this lovely and hard as hell to make chart. 10 11 12 13 14 1 .1111 .0833 .0555 .0277 .0000 2 .1388 .1111 .0833 .0555 .0277 3 1.000 .1388 .1111 .0833 .0555 4 2.000 1.000 .1388 .1111 .0833 5 2.000 2.000 1.000 .1388 .1111 6 2.000 2.000 2.000 1.000 .1388 7 2.000 2.000 2.000 2.000 1.000 8 2.000 2.000 2.000 2.000 2.000 9 2.000 2.000 2.000 2.000 2.000 10 2.000 2.000 2.000 2.000 2.000 note 2.000 = penetrating so take that an times .166666 if glancing or times .5 if penetrating NOTE: for Ordnance, use the twin linked chart, and substitute the number needed. Such str 9 vs armor 12 needs 3+ so use the twin linked bs 4. Now to hit a tank first use this chart Move 6" or less Move 12" or skimmer .5 .166666 For chain fist glancing ( or any other 2D6 added together) 10 11 12 13 14 1 .1666 .1111 .0555 .0277 .0000 2 .2500 .1666 .1111 .0555 .0277 3 .3333 .2500 .1666 .1111 .0555 4 .4444 .3333 .2500 .1666 .1111 5 .5555 .4444 .3333 .2500 .1666 6 .6944 .5555 .4444 .3333 .2500 7 .8333 .6944 .5555 .4444 .3333 8 1.000 .8333 .6944 .5555 .4444 9 2.000 1.000 .8333 .6944 .5555 10 2.000 2.000 1.000 .8333 .6944 1.00 is auto, 2.00 is auto pen Then multiply by .16666 Chainfit pen 10 11 12 13 14 1 .1111 .0555 .0277 .0000 .0000 2 .1666 .1111 .0555 .0277 .0000 3 .2500 .1666 .1111 .0555 .0277 4 .3333 .2500 .1666 .1111 .0555 5 .4444 .3333 .2500 .1666 .1111 6 .5555 .4444 .3333 .2500 .1666 7 .6944 .5555 .4444 .3333 .2500 8 .8333 .6944 .5555 .4444 .3333 9 1.000 .8333 .6944 .5555 .4444 10 1.000 1.000 .8333 .6944 .5555 Then multiply by .5 For Plasma 1 2 3 4 5 6 7 8 9 10 1 .50 .66 .83 .83 .83 .83 .83 .83 .83 .83 2 .33 .50 .66 .83 .83 .83 .83 .83 .83 .83 3 .16 .33 .50 .66 .83 .83 .83 .83 .83 .83 4 .16 .16 .33 .50 .66 .83 .83 .83 .83 .83 5 .00 .16 .16 .33 .50 .66 .83 .83 .83 .83 6 .00 .00 .16 .16 .33 .50 .66 .83 .83 .83 7 .00 .00 .00 .16 .16 .33 .50 .66 .83 .83 8 .00 .00 .00 .00 .16 .16 .33 .50 .66 .83 9 .00 .00 .00 .00 .00 .16 .16 .33 .50 .66 But this time multiply the number of to hit die by .166666, that is how many wounds you take due to overheating. Then multiply by the armor save chart to see how many of your people are dead.. Since plasma is AP 2, it ignores saves Maximum number of units fully (or with flamers partially) underneath a template. Small  7 Large  19 Flamer  26 Now for scatter, this is with maximum number of models underneath and then having the blast scatter. Small Blast Large Blast 1 " 3 2 catches 17 2 catches 2" 2 10 1 catch 3" 0 5 2 catches 4" 0 3 catches 5" 0 0 6" 0 0 Sorry if this is considered necromancy, but I made some major updates and wanted to share with everyone.
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19 Apr 2006, 18:58  #2 (permalink)  
Ethereal

Re: Math Hammer R 'Us
Very nice, bit blinding with all the figures, but useful.
Idea about scatter: Right, you get 2 hits, so 2/6. The other 4, are scatters. These scatters have a 360 degree circle in which it could scatter to, so 4/6 * 1/360 I think. This means that you have a 4/6 * 1/360 chance of going left? I'm probably barking up the wrong tree, you have much more aptitude at this than me, so what do you think?
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19 Apr 2006, 18:59  #3 (permalink)  
Shas'La

Re: Math Hammer R 'Us
well, I was going with the assumption that the scatter will be random, so I put the maximum amount of models you could get by scattering.
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